I’m in a Wii mode, so my next game idea is for the Wii. It is about directing a philharmony orchestra. I don’t know if you think it’s to serious, but I believe it could be really fun to help the orchestra to get it done right :) Here comes…

Game Idea #32

Maestro

Maestro is a game for the Nintendo Wii in which you are the maestro of a philharmony orchestra. Your goal is to direct the various orchestra parts and its individuals during their performance of music classics and get the piece finished with as little mistakes as possible. The better you get at direction, the bigger will be the orchesters entrusted to you. Will you climb the stairs of fame to become the new Herbert von Karajan?

Maestro will be a fun game because you can walk completely amok and create the weirdest of cacophonies which will upset those high-brow ladies and gentlemen in the hall; but it will be equally fun and rewarding to master to command the orchestra and get a well-deserved standing ovation for the wonderful performance you allowed all visitors to experience.

This week’s game idea comes as the result of a discussion over at the IGDA Game Design SIG mail-list. I had a brief exchange of ideas on how to approach game design patterns and part of the discussion revolved around a rock-throwing example and how a rock could be thrown to the moon. Thinking about the laws of gravity and attraction of mass etc, I suddenly found this week’s game idea… Here comes

Game Idea #31

Fatal Attraction

In Fatal Attraction you are in control of a little spaceship. Your goal is to send it as deep into space as possible, collect items and info and then manage to bring it back to earth. The only means you have to do this is gravity/attraction of mass and a simple propulsion device.

I arrived at another milestone: Game Idea #30! It’s a strange feeling to be honest. I remember the day when I wrote down my first idea… 30 weeks have past since then? The sands of time… Anyway, here comes

Game Idea #30

Darwin’s Voyage

Darwin’s Voyage is an adventure game in which you step into the shoes of Charles Darwin. Your goal is to play trough several puzzle-filled levels and collect the items and evidence that allows you to construct the theory of evolution.

Take of from the British Isles and cross the Atlantic Ocean to reach Latin America. Surmount the Magellan Horn, travel the Ands and continue your journey of awakenings until you reach the Galapagos Islands, for a magnificient finale. Travel through dozens of countries, meet dozens of people, collect hundreds of items and unveil the truth of earth, nature, and the species.

Darwins Voyage is a puzzle and adventure loaded game with an educational value. It will keep the player busy for many hours, reliving one of the most important individual adventures in human history.

A year ago or so, someone over at the IGDA Forums had an interesting question. The person referred to the famous cinema-mantra “show, don’t tell” and asked what the equivalent for games would be.

Many answers came of course. My initial two answers were “Wright, don’t tell” (which was a little word play on legendary game designer Will Wright) and “it’s play, not a play” (which put emphasis on participation and interaction).

I choose, therefore I am.

Recenty someone responded to the almost dead thread and revitalized it. This spawned a group of new proposals for game design mantras. As I spent some time to find better solutions than my previous ones, suddenly this sentence popped into my mind: “Choosing is believing.”

Which fighter to go for?

I’m not yet fully aware what this sentence implies, but I think I found something that could be a starting point to explain verisimilitude and immersion in games. If games need to identify players with their roles, I think choice is the first step that the player makes. If you can choose, you are part of it. If you can’t, you lose connection. Hence, choosing is believing.

Escape from Alcatraz is a board game in which player have to find a way to freedom from the infamous prison-island. Players start in the center of the map and dig themselves tunnels to the shores of the island.

Players can do both, go their individual way, or following the footsteps of another player. Following the footsteps of an advanced player is a safe way, however, the advanced player can place traps or obstacles into the way of his followers. On the other hand a leading player will always have to fear surprises that might hit him with the next undug square he enters.

Escape of Alcatraz is a entertaining game with lots of player interaction and tactical gameplay. Players will also need some luck to be the first to reach the shore. There is only one boat waiting, so it’d be better if you’re that guy.